Experiential Design - Task 1 / Trending Experience

22.04.2025 -18.05.2025  / Week 1 - Week 4

Siang Huey Yee / 0369549

Experiential Design / Bachelor of Design (Honours) in Creative Media         

Task 1 - Trending Experience


OUTLINE


INSTRUCTIONS

Module Information Booklet




TASK 1 - TRENDING EXPERIENCE

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Requirements:

  • Complete all exercises provided throughout the module to demonstrate a solid grasp of the essential principles and tools used in the chosen development platform (e.g., Unity, AR/VR frameworks).

  • Conduct research and hands-on experimentation with current and trending technologies in the market to better understand their features, strengths, and limitations.

  • Document your findings in a short reflective blog post, discussing what you have learned from the exercises and research, and how these insights may influence your decision-making for the final project.

  • Propose three potential ideas for your final AR/VR project, based on your understanding of the technologies explored, highlighting possible concepts, goals, and user experiences.



RESEARCH & EXPLORATION

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I have also began some research and findings on my own others than what have learnt in the class which I was learnt and experienced during the class times. Therefore, I have done research on two AR products which is IKEA Place AR app and Artivive AR app. 

As part of the Experiential Design module, we were tasked with exploring current and popular trends in technology to deepen our understanding of content creation in modern digital contexts. Through a series of exercises, I conducted research and hands-on experimentation with various augmented reality (AR) experiences. This helped me identify both the potential and the limitations of AR as a tool for engaging users and enhancing storytelling. These activities were essential in helping me build a foundation for choosing appropriate technologies for my final project.

By interacting with existing AR experiences, I was able to better understand how spatial design, user interaction, and environmental triggers contribute to the overall effectiveness of an experiential product.

Example 1: IKEA Place


IKEA Place is an AR mobile app that allows users to place virtual furniture in their real-world environment using their smartphone camera. I found this experience highly practical and user-friendly, especially for visualizing how an item would fit in a specific space. The realism of the 3D models and the accurate scaling made the experience feel immersive. However, one limitation I noticed was that the app sometimes struggled with tracking surfaces in low-light conditions or on reflective floors. This experience showed me how AR can enhance user confidence and decision-making in online shopping.

Example 2: The Artivive App




Artivive is an AR platform that brings static artworks to life when viewed through a mobile device. I tested this by scanning posters and paintings that had been linked to motion graphics or video layers through the app. The transformation of still visuals into moving stories created a surprising and memorable effect. While I was impressed by its creative potential, I also noticed that the trigger images needed to be printed clearly and with proper lighting for the AR to function smoothly. This highlighted the importance of technical precision in AR-based storytelling.

These experiences gave me valuable insight into how AR can be used to create immersive, meaningful interactions that go beyond traditional media. I now have a better understanding of both the creative opportunities and technical challenges that come with designing AR experiences, which will guide my decisions for the final project in this module.



WEEKLY REFLECTIONS ON CLASS ACTIVITIES & EXERCISES

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Class Activity (Week 2 - 29/4/2025)

In Week 2, we were divided into groups and assigned a collaborative activity to create a journey map using Miro Board. Our group chose Sunway Lagoon as the subject for our journey mapping exercise. We began by identifying and discussing each stage of the user experience, from arrival at the park to departure. For each stage, we highlighted the gain points (positive aspects), pain points (problems or frustrations), and proposed solutions to improve the overall experience. This exercise allowed each group member to contribute their perspectives, and we worked together to merge our ideas into a more cohesive and effective journey. It was interesting to see how different insights led to more creative and user-focused solutions.

This activity helped me understand the importance of user experience in designing any interactive solution, including AR applications. By analyzing real-life experiences and identifying pain points, I learned how to think from a user-centered perspective, which is essential in AR development. It also gave me a clearer view of how journey mapping can be used as a powerful tool during the early stages of design thinking to improve user interaction and engagement. The collaborative aspect of the task further enhanced my communication and teamwork skills, both of which are crucial when developing AR projects with others.





Class Activity (Week 3 - 6/5/2025)

Activity 1 – Google 3D Animal AR Experience

In the first activity, we were introduced to a simple yet engaging AR experience using Google 3D. The task required us to search for a 3D animal or object on Google using a mobile device and view it in our real-world environment through augmented reality. I chose to try the experience with a tiger, and seeing it appear in my actual surroundings was both fascinating and surreal. The realistic movement and life-sized scale of the animal made it feel as though the tiger was really in the room with me. This hands-on exploration gave me a clearer understanding of markerless AR, where digital content is placed in the real world without the need for a physical marker. The experience was not only fun and interactive but also eye-opening in terms of how AR can be used to educate, entertain, and enhance everyday learning environments. I also captured a photo during the experience, which served as a great way to document and reflect on the potential of AR in real-world applications.






Activity 2 – Imagining AR in Context (Scenario-Based)

For the second activity, we were divided into groups and asked to imagine and design an AR experience based on a specific real-world scenario. The options provided were a kitchen, shopping mall, or gym, and our group chose the gym. We brainstormed ideas together and created a Canva slide presentation to showcase our concept. Our imagined AR experience aimed to enhance users' workouts by offering features such as real-time form correction, digital personal trainers, and motivational visual effects that guide and encourage users through their fitness journey. We also discussed the extended visualizations, such as AR overlays showing heart rate, calories burned, and muscle activation. The goal was to make users feel more engaged, supported, and empowered during their gym sessions. This group activity helped me understand how AR can be tailored to different environments and user needs, reinforcing the importance of designing with a user-centered mindset in AR applications.




Activity 3 – Marker-Based AR Experience Using Unity & Vuforia

In the final activity of the week, we explored marker-based AR development using Unity in combination with the Vuforia Engine. We started by setting up a Vuforia developer account, generating a license key, and creating an Image Target Database using an astronaut image. This image would act as the visual marker to trigger AR content. After importing the necessary assets into Unity, I began building the scene by placing a 3D cube above the image target. By pressing the play button, I was able to preview the cube appearing and interacting with the marker in real time. We then expanded the project by adding a sphere, creating a bouncing animation for the cube, and incorporating UI buttons to control the animation. The Play and Stop buttons allowed the user to start and stop the cube’s bouncing motion. This hands-on tutorial gave me a deeper understanding of how AR applications are developed technically, particularly the use of image recognition and user interaction through basic UI elements. Although I faced some challenges in learning the interface and setting up the animation correctly, the process was highly valuable and helped me bridge the gap between theory and practice in AR development


Cube in Unity

Cube

Cube & Sphere

Cube - Play and Stop Button




PROPOSAL OF 3 AR PROJECT IDEAS 

1. My Art Gallery 


Concept:
A virtual or augmented reality space where users can create, curate, and showcase their digital or traditional artwork in a 3D gallery environment. Users can walk around the gallery in VR or place AR art frames in physical spaces using AR.

Use Case:
Ideal for artists who want to display their portfolios in immersive ways without needing a physical gallery. It could also be interactive, allowing visitors to tap on artwork to learn more or hear an audio description from the artist.


2. ARganize


Concept:
An AR app that helps users organize and remember where items are placed around their home or workspace. Users can scan their environment and digitally label objects (e.g., “Keys in this drawer”).

Use Case:
Useful for people with ADHD, elderly users, or anyone who frequently misplaces items. It promotes organization habits and can send reminders for item placement.



3. ARBeauty




Concept:
An AR makeup tutorial app that overlays real-time makeup guidance onto the user’s face using face tracking. It shows where and how to apply products step by step with 3D markers or effects.

Use Case:
Perfect for beginners learning makeup application. Users can follow visual cues directly on their face, similar to a virtual makeup try-on but more educational.


Final Chosen Idea: 

I have partnered with Shim Yi Xun, and together we each came up with three different ideas for our project. After presenting our concepts and receiving feedback from Mr. Razif during Week 2, we decided to proceed with one of her ideas titled Nature Journey. Based on his suggestions, we were advised to further refine and revise the concept to develop it into a more interactive and engaging product. We took this feedback seriously and began exploring ways to enhance user interaction and overall experience while staying true to the original theme.

Nature Journey

A nature journey.

•⁠  ⁠Provide several natural cards (e.g. forest, coasts), and after scanning, users can experience the atmosphere of walking into nature.

Features for users to enjoy its ambience sounds.



FEEDBACK

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Week 2:

After we presented six ideas in total, three from each of us. Some of our ideas were similar, so I have combined them. For the Art Gallery, the initial concept was to showcase and collect artwork virtually through scanning which Mr. Razif advised us to think beyond just viewing. For the Nature Journey, we were encouraged to add more interactive elements like catching butterflies instead of just viewing the scenery. The Managing and Arranging Things idea was discussed but may require extensive 3D scanning, which could be challenging. Lastly, the Makeup Tutorial idea, it was interesting but it would be difficult to execute due to the complexity of face scanning and the need for a large database. After discussion, we both felt that the nature journey concept is the most interesting and realistic to produce.



REFLECTION

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Throughout Task 1, I was given the opportunity to deepen my knowledge of Augmented Reality (AR) experiences and understand the differences between AR, Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR). AR overlays digital content onto the real world, VR creates a fully immersive virtual environment, MR allows digital and physical elements to interact in real time, and XR serves as an umbrella term that includes all three. Through research and exploration, I was able to gather more insights into how AR is applied across various fields, which also helped me recall key experiences from writing my reflective report. 

Additionally, I collaborated with my partner, (Name), where we each proposed three AR project ideas, resulting in a total of six ideas. After discussion, we chose the "Nature Journey AR" app as our main idea. However, we realized that it still requires significant refinement, including changes to its features and a more suitable name to better reflect the updated concept. Overall, this task has strengthened my understanding of AR and allowed me to apply both creative thinking and teamwork in preparing for the next phase of the project.


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